public ShaderTypeMember(MatrixParameter param, ShaderGpuProgramType programType)
 {
     ProgramType = programType;
     Name        = param.Name;
     ShaderType  = new ShaderType(param, programType);
     Index       = (uint)param.Index;
 }
Esempio n. 2
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        public void Export(ShaderWriter writer, ShaderType type)
        {
            if (GlobalKeywords.Length > 0)
            {
                writer.Write("Keywords { ");
                foreach (string keyword in GlobalKeywords)
                {
                    writer.Write("\"{0}\" ", keyword);
                }
                if (HasLocalKeywords(writer.Version))
                {
                    foreach (string keyword in LocalKeywords)
                    {
                        writer.Write("\"{0}\" ", keyword);
                    }
                }
                writer.Write("}\n");
                writer.WriteIndent(5);
            }

#warning TODO: convertion (DX to HLSL)
            ShaderGpuProgramType programType = GetProgramType(writer.Version);
            writer.Write("\"{0}", programType.ToProgramDataKeyword(writer.Platform, type));
            if (ProgramData.Length > 0)
            {
                writer.Write("\n");
                writer.WriteIndent(5);

                writer.WriteShaderData(ref this);
            }
            writer.Write('"');
        }
Esempio n. 3
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 public ShaderTypeMember(VectorParameter param, ShaderGpuProgramType programType)
 {
     this.ProgramType = programType;
     Name             = param.Name;
     ShaderType       = new ShaderType(param, programType);
     Index            = (uint)param.Index;
 }
Esempio n. 4
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        public static int GetMajorDXVersion(this ShaderGpuProgramType _this)
        {
            switch (_this)
            {
            case ShaderGpuProgramType.DX10Level9Vertex:
            case ShaderGpuProgramType.DX10Level9Pixel:
            case ShaderGpuProgramType.DX11PixelSM40:
            case ShaderGpuProgramType.DX11VertexSM40:
            case ShaderGpuProgramType.DX11GeometrySM40:
                return(4);

            case ShaderGpuProgramType.DX11PixelSM50:
            case ShaderGpuProgramType.DX11VertexSM50:
            case ShaderGpuProgramType.DX11GeometrySM50:
            case ShaderGpuProgramType.DX11HullSM50:
            case ShaderGpuProgramType.DX11DomainSM50:
                return(5);

            case ShaderGpuProgramType.DX12RayTracingSM63:
                return(6);

            default:
                throw new Exception($"Unexpected program type {_this}");
            }
        }
Esempio n. 5
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        public static DXProgramType ToDXProgramType(this ShaderGpuProgramType _this)
        {
            switch (_this)
            {
            case ShaderGpuProgramType.DX10Level9Pixel:
            case ShaderGpuProgramType.DX11PixelSM40:
            case ShaderGpuProgramType.DX11PixelSM50:
                return(DXProgramType.PixelShader);

            case ShaderGpuProgramType.DX10Level9Vertex:
            case ShaderGpuProgramType.DX11VertexSM40:
            case ShaderGpuProgramType.DX11VertexSM50:
                return(DXProgramType.VertexShader);

            case ShaderGpuProgramType.DX11GeometrySM40:
            case ShaderGpuProgramType.DX11GeometrySM50:
                return(DXProgramType.GeometryShader);

            case ShaderGpuProgramType.DX11HullSM50:
                return(DXProgramType.HullShader);

            case ShaderGpuProgramType.DX11DomainSM50:
                return(DXProgramType.DomainShader);

            default:
                throw new Exception($"Unexpected program type {_this}");
            }
        }
Esempio n. 6
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        internal static DXProgramType GetDXProgramType(ShaderGpuProgramType prgramType)
        {
            switch (prgramType)
            {
            case ShaderGpuProgramType.DX11PixelSM40:
            case ShaderGpuProgramType.DX11PixelSM50:
                return(DXProgramType.PixelShader);

            case ShaderGpuProgramType.DX11VertexSM40:
            case ShaderGpuProgramType.DX11VertexSM50:
                return(DXProgramType.VertexShader);

            case ShaderGpuProgramType.DX11GeometrySM40:
            case ShaderGpuProgramType.DX11GeometrySM50:
                return(DXProgramType.GeometryShader);

            case ShaderGpuProgramType.DX11HullSM50:
                return(DXProgramType.HullShader);

            case ShaderGpuProgramType.DX11DomainSM50:
                return(DXProgramType.DomainShader);

            default:
                throw new Exception($"Unexpected program type {prgramType}");
            }
        }
Esempio n. 7
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        public ShaderSubProgram(BinaryReader reader)
        {
            //LoadGpuProgramFromData
            // 201509030 - Unity 5.3
            // 201510240 - Unity 5.4
            // 201608170 - Unity 5.5
            // 201609010 - Unity 5.6, 2017.1 & 2017.2
            // 201708220 - Unity 2017.3, Unity 2017.4 & Unity 2018.1
            // 201802150 - Unity 2018.2
            magic         = reader.ReadInt32();
            m_ProgramType = (ShaderGpuProgramType)reader.ReadInt32();
            reader.BaseStream.Position += 12;
            if (magic >= 201608170) //5.5.0 and up
            {
                reader.BaseStream.Position += 4;
            }
            var keywordCount = reader.ReadInt32();

            m_Keywords = new string[keywordCount];
            for (int i = 0; i < keywordCount; i++)
            {
                m_Keywords[i] = reader.ReadAlignedString();
            }
            m_ProgramCode = reader.ReadBytes(reader.ReadInt32());
            reader.AlignStream();

            //TODO
        }
Esempio n. 8
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 public Variable(MatrixParameter param, ShaderGpuProgramType programType)
 {
     ShaderType = new ShaderType(param, programType);
     Name       = param.Name ?? throw new Exception("Variable name cannot be null");
     NameIndex  = param.NameIndex;
     Index      = param.Index;
     ArraySize  = param.ArraySize;
 }
Esempio n. 9
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 private static ShaderTextExporter ShaderExporterInstantiator(ShaderGpuProgramType programType)
 {
     if (s_isSupported && programType.IsDX())
     {
         return(new ShaderDXExporter());
     }
     return(Shader.DefaultShaderExporterInstantiator(programType));
 }
 public VariableChunk(ref BufferBinding bufferBinding, int constantBufferIndex, uint variableOffset, ShaderGpuProgramType programType)
 {
     m_constantBufferIndex = constantBufferIndex;
     m_programType         = programType;
     majorVersion          = programType.GetMajorDXVersion();
     m_variables           = new Variable[] { Variable.CreateResourceBindVariable(programType) };
     BuildVariableHeaders(variableOffset);
 }
        public void WriteShaderData(ref ShaderSubProgram subProgram)
        {
            ShaderGpuProgramType programType = subProgram.GetProgramType(Version);
            GPUPlatform          graphicApi  = programType.ToGPUPlatform(Platform);
            ShaderTextExporter   exporter    = m_exporterInstantiator.Invoke(Shader.File.Version, graphicApi);

            exporter.Export(this, ref subProgram);
        }
 public VariableChunk(ref ConstantBuffer constantBuffer, int constantBufferIndex, uint variableOffset, ShaderGpuProgramType programType)
 {
     m_constantBufferIndex = constantBufferIndex;
     m_programType         = programType;
     majorVersion          = programType.GetMajorDXVersion();
     m_variables           = BuildVariables(ref constantBuffer);
     BuildVariableHeaders(variableOffset);
 }
 public Variable(VectorParameter param, ShaderGpuProgramType programType)
 {
     ShaderType = new ShaderType(param, programType);
     Name       = param.Name ?? throw new Exception("Variable name cannot be null");
     NameIndex  = param.NameIndex;
     Index      = param.Index;
     ArraySize  = param.ArraySize;
     Length     = (uint)(param.Dim * 4);
 }
 public Variable(MatrixParameter param, ShaderGpuProgramType programType)
 {
     ShaderType = new ShaderType(param, programType);
     Name       = param.Name ?? throw new Exception("Variable name cannot be null");
     NameIndex  = param.NameIndex;
     Index      = param.Index;
     ArraySize  = param.ArraySize;
     Length     = (uint)(param.RowCount * param.ColumnCount * 4);
 }
 public Variable(VectorParameter param, ShaderGpuProgramType prgramType)
 {
     ShaderType = new ShaderType(param, prgramType);
     Name = param.Name;
     NameIndex = param.NameIndex;
     Index = param.Index;
     ArraySize = param.ArraySize;
     Dim = param.Dim;
     if (Name == null) throw new Exception("Variable name cannot be null");
 }
Esempio n. 16
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 public ShaderType(MatrixParameter matrixParam, ShaderGpuProgramType programType)
 {
     ShaderVariableClass = ShaderVariableClass.MatrixColumns;
     ShaderVariableType  = GetVariableType(matrixParam.Type);
     Rows          = matrixParam.RowCount;
     Columns       = matrixParam.ColumnCount;
     ElementCount  = (ushort)matrixParam.ArraySize;
     MemberCount   = 0;
     MemberOffset  = 0;
     m_programType = programType;
 }
 public ShaderType(MatrixParameter matrixParam, ShaderGpuProgramType programType)
 {
     ShaderVariableClass = ShaderVariableClass.MatrixColumns; //TODO: matrix colums or rows?
     ShaderVariableType = GetVariableType(matrixParam.Type);
     Rows = matrixParam.RowCount;
     Columns = matrixParam.RowCount;
     ElementCount = 0;
     MemberCount = 0;
     MemberOffset = 0;
     this.programType = programType;
 }
Esempio n. 18
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        public static bool IsMetal(this ShaderGpuProgramType _this)
        {
            switch (_this)
            {
            case ShaderGpuProgramType.MetalFS:
            case ShaderGpuProgramType.MetalVS:
                return(true);

            default:
                return(false);
            }
        }
Esempio n. 19
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 public static ShaderTextExporter DefaultShaderExporterInstantiator(ShaderGpuProgramType programType)
 {
     if (programType.IsGL())
     {
         return(new ShaderGLESExporter());
     }
     if (programType.IsMetal())
     {
         return(new ShaderMetalExporter());
     }
     return(new ShaderUnknownExporter(programType));
 }
Esempio n. 20
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 public ShaderType(VectorParameter vectorParam, ShaderGpuProgramType programType)
 {
     Members             = Array.Empty <ShaderTypeMember>();
     ShaderVariableClass = vectorParam.Dim > 1 ? ShaderVariableClass.Vector : ShaderVariableClass.Scalar;
     ShaderVariableType  = GetVariableType(vectorParam.Type);
     Rows          = 1;
     Columns       = vectorParam.Dim;
     ElementCount  = (ushort)vectorParam.ArraySize;
     MemberCount   = 0;
     MemberOffset  = 0;
     m_programType = programType;
 }
Esempio n. 21
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        static string ProgramTypeToName(ShaderGpuProgramType programType)
        {
            switch (programType)
            {
            case ShaderGpuProgramType.Unknown:
                return("UNK");

            case ShaderGpuProgramType.GLLegacy:
            case ShaderGpuProgramType.GLES31AEP:
            case ShaderGpuProgramType.GLES31:
            case ShaderGpuProgramType.GLES3:
            case ShaderGpuProgramType.GLES:
            case ShaderGpuProgramType.GLCore32:
            case ShaderGpuProgramType.GLCore41:
            case ShaderGpuProgramType.GLCore43:
                return("GL");

            case ShaderGpuProgramType.DX9VertexSM20:
            case ShaderGpuProgramType.DX9VertexSM30:
            case ShaderGpuProgramType.DX10Level9Vertex:
            case ShaderGpuProgramType.DX11VertexSM40:
            case ShaderGpuProgramType.DX11VertexSM50:
            case ShaderGpuProgramType.MetalVS:
            case ShaderGpuProgramType.PSVertex:
                return("VS");

            case ShaderGpuProgramType.DX9PixelSM20:
            case ShaderGpuProgramType.DX9PixelSM30:
            case ShaderGpuProgramType.DX10Level9Pixel:
            case ShaderGpuProgramType.DX11PixelSM40:
            case ShaderGpuProgramType.DX11PixelSM50:
            case ShaderGpuProgramType.MetalFS:
            case ShaderGpuProgramType.PSPixel:
                return("PS");

            case ShaderGpuProgramType.DX11GeometrySM40:
            case ShaderGpuProgramType.DX11GeometrySM50:
                return("GS");

            case ShaderGpuProgramType.DX11HullSM50:
                return("HS");

            case ShaderGpuProgramType.DX11DomainSM50:
                return("DS");

            case ShaderGpuProgramType.Console:
                return("CON");

            default:
                return("UNK");
            }
        }
 public Variable(string name, int index, int sizeToAdd, ShaderGpuProgramType prgramType)
 {
     if (sizeToAdd % 4 != 0 || sizeToAdd <= 0) throw new Exception($"Invalid dummy variable size {sizeToAdd}");
     var param = new VectorParameter(name, ShaderParamType.Int, index, sizeToAdd / 4);
     ShaderType = new ShaderType(param, prgramType);
     Name = name;
     NameIndex = -1;
     Index = index;
     ArraySize = 0;
     Type = ShaderParamType.Int;
     Dim = (byte)(sizeToAdd / 4);
     if (Name == null) throw new Exception("Variable name cannot be null");
 }
 public ShaderType(VectorParameter vectorParam, ShaderGpuProgramType programType)
 {
     ShaderVariableClass = vectorParam.Dim > 1 ?
         ShaderVariableClass.Vector :
         ShaderVariableClass.Scalar;
     ShaderVariableType = GetVariableType(vectorParam.Type);
     Rows = 1;
     Columns = vectorParam.Dim;
     ElementCount = 0;
     MemberCount = 0;
     MemberOffset = 0;
     this.programType = programType;
 }
        public ResourceChunk(Version version, ref ShaderSubProgram shaderSubprogram)
        {
            ShaderGpuProgramType programType = shaderSubprogram.GetProgramType(version);

            m_majorVersion          = (byte)programType.GetMajorDXVersion();
            m_resourceBindingOffset = m_majorVersion >= 5 ? (uint)60 : (uint)28;
            m_resourceBindings      = new ResourceBindingChunk(ref shaderSubprogram, m_resourceBindingOffset, m_nameLookup);
            m_constantBufferOffset  = m_resourceBindingOffset + m_resourceBindings.Size;
            m_constantBuffers       = new ConstantBufferChunk(version, ref shaderSubprogram, m_constantBufferOffset, m_nameLookup);
            m_creatorStringOffset   = m_constantBufferOffset + m_constantBuffers.Size;
            m_creatorString         = "uTinyRipper";
            m_chunkSize             = m_creatorStringOffset + (uint)m_creatorString.Length + 1;
            m_programType           = programType.ToDXProgramType();
        }
Esempio n. 25
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        public static bool IsDX9(this ShaderGpuProgramType _this)
        {
            switch (_this)
            {
            case ShaderGpuProgramType.DX9PixelSM20:
            case ShaderGpuProgramType.DX9PixelSM30:
            case ShaderGpuProgramType.DX9VertexSM20:
            case ShaderGpuProgramType.DX9VertexSM30:
                return(true);

            default:
                return(false);
            }
        }
        public static Variable CreateResourceBindVariable(ShaderGpuProgramType programType)
        {
            Variable variable = new Variable();

            variable.Name = "$Element";
            var param = new VectorParameter(variable.Name, ShaderParamType.UInt, 0, 1);

            variable.ShaderType = new ShaderType(param, programType);
            variable.NameIndex  = -1;
            variable.Index      = 0;
            variable.ArraySize  = param.ArraySize;
            variable.Length     = 4;
            variable.Type       = ShaderParamType.UInt;
            return(variable);
        }
Esempio n. 27
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 public ShaderType(StructParameter structParameter, ShaderGpuProgramType programType)
 {
     Members.AddRange(structParameter.VectorMembers.Select(p => new ShaderTypeMember(p, programType)));
     Members.AddRange(structParameter.MatrixMembers.Select(p => new ShaderTypeMember(p, programType)));
     Members = Members
               .OrderBy(v => v.Index)
               .ToList();
     ShaderVariableClass = ShaderVariableClass.Struct;             //TODO: matrix colums or rows?
     ShaderVariableType  = ShaderVariableType.Void;
     Rows          = 0;
     Columns       = 0;
     ElementCount  = 0;
     MemberCount   = (ushort)Members.Count();
     MemberOffset  = 0;
     m_programType = programType;
 }
Esempio n. 28
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        public static bool IsGL(this ShaderGpuProgramType _this)
        {
            switch (_this)
            {
            case ShaderGpuProgramType.GLLegacy:
            case ShaderGpuProgramType.GLCore32:
            case ShaderGpuProgramType.GLCore41:
            case ShaderGpuProgramType.GLCore43:
            case ShaderGpuProgramType.GLES:
            case ShaderGpuProgramType.GLES3:
            case ShaderGpuProgramType.GLES31:
            case ShaderGpuProgramType.GLES31AEP:
                return(true);

            default:
                return(false);
            }
        }
 public static int GetMajorVersion(ShaderGpuProgramType prgramType)
 {
     switch (prgramType)
     {
         case ShaderGpuProgramType.DX11PixelSM40:
         case ShaderGpuProgramType.DX11VertexSM40:
         case ShaderGpuProgramType.DX11GeometrySM40:
             return 4;
         case ShaderGpuProgramType.DX11PixelSM50:
         case ShaderGpuProgramType.DX11VertexSM50:
         case ShaderGpuProgramType.DX11GeometrySM50:
         case ShaderGpuProgramType.DX11HullSM50:
         case ShaderGpuProgramType.DX11DomainSM50:
             return 5;
         default:
             throw new Exception($"Unexpected program type {prgramType}");
     }
 }
        public ConstantBufferChunk(Version version, ref ShaderSubProgram shaderSubprogram, uint contantBufferOffset, Dictionary <string, uint> nameLookup)
        {
            m_shaderSubprogram    = shaderSubprogram;
            m_contantBufferOffset = contantBufferOffset;
            m_nameLookup          = nameLookup;

            ShaderGpuProgramType programType = shaderSubprogram.GetProgramType(version);
            uint headerSize                = (uint)Count * 24;
            uint variableOffset            = contantBufferOffset + headerSize;
            int  constantBufferIndex       = 0;
            List <VariableChunk> variables = new List <VariableChunk>();

            for (int i = 0; i < shaderSubprogram.ConstantBuffers.Length; i++)
            {
                ref ConstantBuffer constantBuffer = ref shaderSubprogram.ConstantBuffers[i];
                VariableChunk      variableChunk  = new VariableChunk(ref constantBuffer, constantBufferIndex++, variableOffset, programType);
                variables.Add(variableChunk);
                variableOffset += variableChunk.Size;
            }